void Start() { _moveRight = GameObject.Find("MoveRight").GetComponent <Button>(); _moveLeft = GameObject.Find("MoveLeft").GetComponent <Button>(); _moveLeft.interactable = false; _characterList = GameObject.Find("CharacterList"); _database = gameObject.GetComponent <CharDatabase>(); _weaponDb = GameObject.Find("_manager").GetComponent <WeaponDatabase>(); _armourDb = GameObject.Find("_manager").GetComponent <ArmourDatabase>(); _name = GameObject.Find("Name").GetComponent <Text>(); _str = GameObject.Find("StrText").GetComponent <Text>(); _dex = GameObject.Find("DexText").GetComponent <Text>(); _vit = GameObject.Find("VitText").GetComponent <Text>(); SetStats(0); }
//Initialized once only, stop _manager GO from being destroyed when loading a new scene void Awake() { print("_CombatManager Awake() Called"); if (NewGame._newGame) { _skills.Add(0); _skills.Add(1); _skills.Add(2); _skills.Add(3); } DontDestroyOnLoad(gameObject); _weaponDb = gameObject.GetComponent <WeaponDatabase>(); _armourDb = gameObject.GetComponent <ArmourDatabase>(); _equipMelee = _weaponDb._meleeDatabase[0]; _equipRanged = _weaponDb._rangedDatabase[0]; _headSlot = _armourDb._headDatabase[0]; _chestSlot = _armourDb._chestDatabase[0]; _legSlot = _armourDb._legDatabase[0]; CalculateStats(); }